No, it's not defined in GL. But it doesn't matter there anyway cause you
can't have the same sampler (and hence border color) used for different
textures.

Roland


Am 14.04.2013 19:53, schrieb Marek Olšák:
> If the border color is 1.0f and the format is integer, I'm not sure if
> the behavior is defined in GL, but I think r600 will return 0x3f800000,
> which is fine.
> 
> No, I cannot convert the border color to any other type, because the
> original type is UNKNOWN after glTexParameter returns. Also, the border
> color is not clamped in GL.
> 
> Marek
> 
> 
> On Sun, Apr 14, 2013 at 7:32 PM, Roland Scheidegger <srol...@vmware.com
> <mailto:srol...@vmware.com>> wrote:
> 
>     Am 14.04.2013 18:55, schrieb Marek Olšák:
>     > I think the hardware doesn't care what the border color type is. I
>     think
>     > the border color is "fetched" from the sampler state, which should
>     be a
>     > memcpy. If no texels are fetched from the texture, the border color is
>     > copied to the destination register. If I set the texture hardware
>     format
>     > to "invalid", the texture fetch instructions always return the border
>     > color, which suggests the hardware really does not care about the
>     type.
>     But d3d always sets border color as float. So if your border color is
>     1.0, I doubt setting the fetched texel value of a int texture to
>     0x3f800000 when you hit the border is the right thing to do (but it
>     would obviously be correct for a float texture). You certainly can
>     convert those float values to int type in your driver, but it will not
>     work if the same sampler is used both for int and float textures.
>     Though actually the spec also says
>     
> (http://msdn.microsoft.com/de-ch/library/windows/desktop/bb172415%28v=vs.85%29.aspx)
>     border color must be between 0.0 and 1.0. Doesn't make a whole lot of
>     sense for integer textures (as the only possible values when converting
>     to int would be 0 and 1). So something's clearly missing here...
> 
> 
>     >
>     > OpenGL also doesn't care what the border color type is after it is
>     set,
>     > because the state is a union type.
>     Yes of course.
> 
>     Roland
> 
> 
>     >
>     > Marek
>     >
>     >
>     >
>     > On Sun, Apr 14, 2013 at 6:20 PM, Roland Scheidegger
>     <srol...@vmware.com <mailto:srol...@vmware.com>
>     > <mailto:srol...@vmware.com <mailto:srol...@vmware.com>>> wrote:
>     >
>     >     Oh and btw how does this work for real hw, if the hardware indeed
>     >     interpets the border color value according to format?
>     >     Are there some bits to set that the border color value is either
>     >     interpreted according to format (useful for opengl) or always
>     as float
>     >     (useful for d3d10)? Or how else do you use the same sampler for
>     >     different int/float textures?
>     >     This discrepancy between OpenGL and d3d10 is quite a mess.
>     >
>     >     Roland
>     >
>     >
>     >
>     >     Am 14.04.2013 17:45, schrieb Roland Scheidegger:
>     >     > Yeah it is ok for OpenGL. I guess for d3d10 we'd probably
>     need to
>     >     create
>     >     > another sampler if the same sampler is used for both int and
>     float
>     >     > textures. Or just supply both int and float border colors to the
>     >     sample
>     >     > code (but making it work both for opengl and d3d would be ugly).
>     >     FWIW it
>     >     > looks like some intel hw also seems to require multiple
>     border color
>     >     > values (and 6!!! ones at that), and the hw just picks the
>     right value
>     >     > based on format. Though for some reason the only border color
>     >     format it
>     >     > does _not_ have is 32bit int, so it looks this does
>     absolutely nothing
>     >     > to make both float and 32bit int colors work with the same
>     sampler
>     >     > simultaneously (and I guess 32bit int is probably the reason
>     opengl
>     >     > specifies those as ints, since you can't get accurate values
>     with
>     >     floats).
>     >     > The swizzling looks like an orthogonal issue to that, however.
>     >     >
>     >     > Roland
>     >     >
>     >     >
>     >     > Am 14.04.2013 16:18, schrieb Marek Olšák:
>     >     >> The border color in the sampler state is untyped and that's
>     okay. The
>     >     >> type is irrelevant with nearest filtering - just memcpy the
>     >     border color
>     >     >> to the destination register (if there is swizzling, just do
>     what
>     >     you do
>     >     >> for texels). With linear filtering, you can always assume
>     it's float
>     >     >> (regardless of the sampler view).
>     >     >>
>     >     >> Marek
>     >     >>
>     >     >>
>     >     >> On Sun, Apr 14, 2013 at 3:34 PM, Jose Fonseca
>     >     <jfons...@vmware.com <mailto:jfons...@vmware.com>
>     <mailto:jfons...@vmware.com <mailto:jfons...@vmware.com>>
>     >     >> <mailto:jfons...@vmware.com <mailto:jfons...@vmware.com>
>     <mailto:jfons...@vmware.com <mailto:jfons...@vmware.com>>>> wrote:
>     >     >>
>     >     >>
>     >     >>
>     >     >>     ----- Original Message -----
>     >     >>     > On 14.04.2013 13:44, Jose Fonseca wrote:
>     >     >>     > > ----- Original Message -----
>     >     >>     > >> From: Christoph Bumiller
>     <christoph.bumil...@speed.at <mailto:christoph.bumil...@speed.at>
>     >     <mailto:christoph.bumil...@speed.at
>     <mailto:christoph.bumil...@speed.at>>
>     >     >>     <mailto:christoph.bumil...@speed.at
>     <mailto:christoph.bumil...@speed.at>
>     >     <mailto:christoph.bumil...@speed.at
>     <mailto:christoph.bumil...@speed.at>>>>
>     >     >>     > >>
>     >     >>     > >> This is the only sane solution for nv50 and nvc0
>     >     (really, trust
>     >     >>     me),
>     >     >>     > >> but since on other hardware the border colour is
>     tightly
>     >     >>     coupled with
>     >     >>     > >> texture state they'd have to undo the swizzle, so I've
>     >     added a cap.
>     >     >>     > >>
>     >     >>     > >> The name of the cap could be changed to be more
>     >     descriptive, like
>     >     >>     > >> PIPE_CAP_TEXTURE_SWIZZLE_AFFECTS_BORDER_COLOR.
>     >     >>     > > Yes, please.
>     >     >>     > >
>     >     >>     > >> The dependency of update_sampler on the texture
>     updates was
>     >     >>     > >> introduced to avoid doing the apply_depthmode to the
>     >     swizzle twice.
>     >     >>     > >>
>     >     >>     > >> More detailed explanation of driver situation:
>     >     >>     > >>
>     >     >>     > >> No, really, don't suggest doing this in the
>     driver. The
>     >     driver has
>     >     >>     > >> elegantly separated texture view and sampler states
>     >     (which are each
>     >     >>     > >> a structure in a table in VRAM and should not be
>     updated
>     >     to avoid
>     >     >>     > >> performance loss), and table are bound to the
>     >     independent (!)
>     >     >>     > > I wonder if this is modeled after D3D10, where sampler
>     >     state is
>     >     >>     independent
>     >     >>     > > from resource view state. Though as far as I known,
>     D3D10's
>     >     >>     interpretation
>     >     >>     > > of texture border color does not depend on the
>     swizzle...
>     >     >>     > >
>     >     >>     > >> texture
>     >     >>     > >> and sampler slots in shaders which must be separately
>     >     indexable
>     >     >>     > >> indirectly).
>     >     >>     > >> So, if I was to do this in the driver, I'd have to add
>     >     separate
>     >     >>     sampler
>     >     >>     > >> state object instances for each texture view with
>     >     appropriately
>     >     >>     swizzled
>     >     >>     > >> border color, and there's only 16 slots, so I'd be
>     >     limited to 4
>     >     >>     texture
>     >     >>     > >> units.
>     >     >>     > >> Not to mention the sheer insanity, ugliness and
>     >     emotional pain
>     >     >>     incurred
>     >     >>     > >> when writing that code when it COULD be so easy and
>     >     simple in
>     >     >>     the state
>     >     >>     > >> tracker where you know that textures and samplers are
>     >     tightly
>     >     >>     coupled,
>     >     >>     > >> while in gallium I cannot assume that to be the case.
>     >     >>     > > You wouldn't really need to create all state
>     combinations: if
>     >     >>     you known
>     >     >>     > > that textures and samplers are tightly coupled, then
>     >     caching the
>     >     >>     actually
>     >     >>     > > used combinations will get you exactly the same
>     behavior,
>     >     >>     without losing
>     >     >>     > > performance or generality.  But granted, this would
>     >     require more
>     >     >>     effort.
>     >     >>     >
>     >     >>     > The emphasize being on "IF I knew" (that they're tighly
>     >     coupled). If I
>     >     >>     > did, I could switch to linked mode where the card
>     automatically
>     >     >>     uses the
>     >     >>     > view index as sampler index, ignoring the actual sampler
>     >     index, and
>     >     >>     > validate them together.
>     >     >>     > However, that only applies to 3D, not to COMPUTE (which
>     >     means that GL
>     >     >>     > compute shaders will still have the problem), and I'd
>     have
>     >     to support
>     >     >>     > both variants for state trackers that do not allow the
>     >     coupling,
>     >     >>     and we
>     >     >>     > need a way for the state tracker to actually tell us
>     what it
>     >     >>     wants. All
>     >     >>     > that makes it even quirkier.
>     >     >>     >
>     >     >>     > > Also please spare a thought for other state trackers --
>     >     and I'm
>     >     >>     not even
>     >     >>     > > talking about a potential D3D10 state tracker for
>     which your
>     >     >>     driver would
>     >     >>     > > be unusable --, even inside Mesa: it seems like
>     >     >>     > > src/gallium/state_trackers/vega uses both texture
>     border and
>     >     >>     swizzle,
>     >     >>     > > probably vl state tracker too, so your driver will be
>     >     busted on
>     >     >>     those
>     >     >>     > > state trackers. These need to be
>     >     >>     >
>     >     >>     > It already is busted. It's also busted on r600 where
>     making
>     >     border
>     >     >>     color
>     >     >>     > + swizzle work properly isn't even POSSIBLE
>     (according to the
>     >     >>     radeon guys).
>     >     >>     >
>     >     >>     > Maybe not for vega, it doesn't use a permutational
>     swizzle, it
>     >     >>     just sets
>     >     >>     > components to PIPE_SWIZZLE_ONE, and incidentally the
>     >     ZERO/ONE swizzles
>     >     >>     > do affect the border color. As far as I can tell, it
>     looks
>     >     something
>     >     >>     > like this (if you're interested; the exact behaviour
>     seems not
>     >     >>     supposed
>     >     >>     > to be made use of):
>     >     >>     >
>     >     >>     > ===
>     >     >>     > In the format description (including swizzle), each color
>     >     component of
>     >     >>     > RGBA (as seen by the shader) gets mapped a memory
>     component
>     >     >>     > {C0,C1,C2,C3} or {ZERO,ONE_INT,ONE_FLOAT}.
>     >     >>     >
>     >     >>     > When a memory (!) component (Cx) is first encountered
>     when
>     >     going
>     >     >>     through
>     >     >>     > RGBA, it is assigned the SAMPLER_BORDER_COLOR component
>     >     value for that
>     >     >>     > component, and if the memory component is encountered
>     again
>     >     >>     (because of
>     >     >>     > swizzle), that same value will be used.
>     >     >>     >
>     >     >>     > So, assuming memory format RGBA and the swizzle 1RBG:
>     >     >>     > R = ONE
>     >     >>     > G = C0
>     >     >>     > B = C2
>     >     >>     > A = C1
>     >     >>     > the border colour will be SAMPLER_BORDER_COLOR.1GBA.
>     >     >>     >
>     >     >>     > The resulting border colour with swizzle applied to
>     the sampler
>     >     >>     would be
>     >     >>     > (lowercase being user values):
>     >     >>     > R=1
>     >     >>     > G=r
>     >     >>     > B=b
>     >     >>     > A=g
>     >     >>     >
>     >     >>     > resulting in 1rbg, which works out.
>     >     >>     > ===
>     >     >>     >
>     >     >>     > >  updated -- maybe the burden of considering this
>     state can be
>     >     >>     lifted onto
>     >     >>     > >  some helper functinons -- if not, these state trackers
>     >     should
>     >     >>     at least be
>     >     >>     > >  updated to abort/warn when the cap is set.
>     >     >>     > >
>     >     >>     > > But I'm not really objecting -- as texture border seems
>     >     >>     fundamentally
>     >     >>     > > quirky state.  But before proceeding with this I'd
>     like us to
>     >     >>     consider
>     >     >>     > > another texture border quirk while we are at it.
>     >     >>     > >
>     >     >>     > > The other quirk is the integer vs float texture border
>     >     colors.
>     >     >>      Roland can
>     >     >>     > > probably talk a bit more about it as he was the one
>     who came
>     >     >>     across it.
>     >     >>     > > In a few words, the interpretation of texture border
>     >     color union
>     >     >>     depends
>     >     >>     > > on the format in the sampler view state (whether it's a
>     >     pure integer
>     >     >>     > > format or not).
>     >     >>     > >
>     >     >>     > > So, I wonder how integer vs float texture border colors
>     >     will fit
>     >     >>     in your
>     >     >>     > > driver's "elegantly separated texture view and sampler
>     >     states",
>     >     >>     or any
>     >     >>     > > other driver for that matter.  That is, will the
>     world need a
>     >     >>     > >
>     >     PIPE_CAP_SAMPLER_VIEW_FORMAT_VIEW_AFFECTS_TEXTURE_BORDER_COLOR
>     >     >>     too?  If so
>     >     >>     > > then maybe we want to lump these two things together.
>     >     >>     >
>     >     >>     > No, you can relax there, because using a sampler with
>     >     integer border
>     >     >>     > colors with a float texture view (which doesn't happen in
>     >     OpenGL) or
>     >     >>     > vice versa is not SUPPOSED to work (or even, supposed to
>     >     not work),
>     >     >>     > while texture swizzle IS, it has no such incompatibility.
>     >     >>
>     >     >>     Fair enough. But note that Gallium pipe_sampler_state's
>     >     border_color
>     >     >>     member doesn't describe whether it is float or integer.
>     >     >>
>     >     >>     Furthermore, given that cso module is not able to
>     distinguish a
>     >     >>     sampler state with (1.0f, 1.0f, 1.0f, 1.0f) border color,
>     >     from one
>     >     >>     with (0x3f800000U, 0x3f800000U, 0x3f800000U,
>     0x3f800000U), it
>     >     would
>     >     >>     happily create the same driver handle for both.
>     >     >>
>     >     >>     That is, even if this situation doesn't happen with
>     OpenGL, it's
>     >     >>     still not clear how will drivers handle it.
>     >     >>
>     >     >>     Also D3D10 does allow using sample sampler state with both
>     >     >>     integer/float texture views, although D3D10's texture
>     borders are
>     >     >>     always float regardless (even for integer formats), so
>     it has no
>     >     >>     ambiguities either.
>     >     >>
>     >     >>     Jose
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